• Title/Summary/Keyword: University player

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The Kinematic Difference According to Success and Failure of Shot-Putting - Focusing on Member of the National Team, Hwang, In-sung, Player - (남자 포환던지기 시 성공과 실패에 따른 운동학적 차이 - 국가대표 황인성 선수를 중심으로 -)

  • Ryu, Ji-Seon;Park, Jae-Myoung;Kim, Tae-Sam
    • Korean Journal of Applied Biomechanics
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    • v.21 no.2
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    • pp.161-171
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    • 2011
  • The purpose of this study was to identify biomechanical characteristics of glide and delivery motion of In-Sung Hwang, player who is a member of the national team among the finalists in the men's shot put at the 2010 National Sports Festivals. Three-Dimensional motion analysis using a system of 3 video cameras at a sampling frequency of 60 Hz was performed for this study. During the glide and delivery phase the results showed following characteristics; 1) The glide type was suitable for the short-long technique, but the trajectory of shot at the glide and delivery phase showed a different trajectory pattern with "S-shaped" type of elite players due to many deviating from central axis of the APSS(athletic-plus shot system). 2) Left knee was more flexed during failed trials compared to successful trials but COG was higher. Therefore, the player showed less stability of COG as he may not get enough breaking force at the left foot. 3) Furthermore, it would be required to have strong muscle power at the trunk, throwing arm, and the lower extremity in order to achieve maintain a low projection angle of the release.

Closed Rupture of the Extensor Hallucis Longus Tendon by a Blunt Direct Trauma in a Taekwondo Player - A Case Report - (태권도 선수에서 직접적 둔상으로 인해 발생한 장무지신전건의 폐쇄성 파열 - 증례 보고 -)

  • Ha, Jeong-Ku;Moon, Jeong-Seok;Lee, Woo-Chun
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.8 no.1
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    • pp.56-59
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    • 2009
  • Closed rupture of the extensor hallucis longus (EHL) tendon is uncommon and rarely reported. We present a Taekwondo player who had sustained a closed rupture of the EHL tendon after striking the other player's shin. He had practiced Taekwondo more than 6 hours a day for more than 6 years, including repetitive striking on the dorsum of the foot, which probably caused degeneration of the EHL tendon. The tendon ends could not be approximated directly, so reconstruction was performed with bisecting the distal tendon and combining the repair of the one end with an intercalary scar tissue and the other with tenodesis to the extensor hallucis brevis. He returned to the preoperative level of activity 6 months postoperatively with a satisfactory range of motion.

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The Effects of Sports Vision Training on Baseball Player's Visual Performance and Baseball Records (스포츠비젼 트레이닝이 시기능 및 야구성적에 미치는 영향)

  • Lee, Min-A;Oh, Jae-Man;Jeong, Ju-Hyun
    • Journal of Korean Ophthalmic Optics Society
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    • v.15 no.1
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    • pp.87-97
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    • 2010
  • Purpose: The purpose of this study is to investigate the effects of sports vision training on baseball player's visual performance and baseball records. Methods: All subjects were 21 males of high school baseball players, and they participated on eight weeks of sports vision training program. Pre- and post- test results were obtained for static and dynamic visual acuity, static and dynamic stereo acuity, distance and near phoria, fusional reserves, near point of convergence, contrast sensitivity, visual-reaction time. Results: Statical analysis indicated significant improvement in most of mentioned visual variables and baseball records (p<0.001). Conclusions: It can be concluded that the sports vision training program improves visual skills of baseball players, which could lead to improvement in the baseball records. Vison training will be a promotor for baseball player to enhance their performance if proper test instruments and training course is supplied.

The research regarding 'Game system does simulation Phisical Phenomenon that happen on the earth' at online games (온라인게임상에 '지구환경의 물리적 현상을 시뮬레이션 한 게임 시스템'에 관한 연구)

  • Lee, Ji-Won;Cho, Sam-Ha;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.26-33
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    • 2004
  • OlineGame Player suffers very big impact in environment of game World. Therefore, physical environment that is embodied to Gameworld is truth and immersion important element that experience to Player. Also, Game-System that embodied physical environment influences in Game Play can give more game player truth and immersion. I mainly MMORPG that is serviced present in this study investigated. 'What earth habitat factor was embodied and What influence does embodied earth habit at factor exert on game play'. I searched what problem is to design game system that do earth environment simulation. And I asserted development of environment information system to approach game system that do earth environment simulation by easier method. Environment information system is system that process status information of stand-by status, wind, wind speed, topography etc.. of game World.

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Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

The Influence of Salient Objects on the Game Difficulties (셀리언시가 높은 물체가 게임 난이도에 미치는 영향)

  • Rhee, Chi-Hyoung;Lee, Chan-Gun;Lee, Chang-Ha
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.15-23
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    • 2010
  • In action games such as shooting games or platform games, dodging enemy objects is crucial since the player character dies or loses energy when it collides with any enemy object. In this paper, we investigates how the difficulty of these games changes according to the existence of salient objects. Since salient objects attract the player's attention, other non-salient objects may be unattended by the player, resulting in failing to dodge them. We experimented on the influence of salient objects on the difficulty of a game, and found out that the subjects who played the game without salient objects performed better than the subjects who played the game with salient objects. This paper investigates a human perceptual issue that could affect the game difficulty and suggest a potential guideline for game design and planning.

The Kinematic Analysis of Upper Extremities for Badminton Smash and Drop Motions depends on the Player's Level (배드민턴 스매시와 드롭 동작 시 선수의 기량 차이에 따른 상지 동작의 운동학적 비교 분석)

  • Jo, A-Ra;Yoo, Si-Hyun;Yoon, Suk-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.23 no.3
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    • pp.201-208
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    • 2013
  • The aim of this study was to investigate badminton smash and drop motion depends on player's level. To perform this study, ten male badminton players were participated: five skilled players (SG, age: $21.6{\pm}1.1$ yrs, height: $181.4{\pm}6.8$ cm, body mass: $72.4{\pm}5.7$ kg, career: $11.2{\pm}1.1$ yrs) and five less-skilled players (LSG, age: $21.2{\pm}1.1$ yrs, height: $180.2{\pm}5.6$ cm, body mass: $73.6{\pm}6.7$ kg, career: $10.6{\pm}0.9$ yrs). Three-dimensional motion analysis with 7 infrared cameras was performed with a sampling frequency as 200 Hz. Player's swing motion was divided into four events: starting motion (E1), backswing (E2), impact (E3), following (E4). For all upper joints, LSG showed greater angle differences between drop and smash motions than that of SG at E3 (p<.05). For all upper joints, greater angular velocities were found in SG than that of LSG. For both groups, significantly smaller angular velocities were found in drop motion than that of smash motion (p<.05). The greater sequential angular velocities (proximal to distal) were found in SG than LSG during smash motion. Based on our findings, performing the same motion between drop and smash would be related to enhance performance at badminton competition. It is expected that these results will be useful in developing a training program for enhancing performance of badminton athletes.

Implementation of Energy-Efficient Multimedia Embedded System using PXA270 processor (PXA270 프로세서를 사용한 저전력 멀티미디어 임베디드 시스템의 구현)

  • Kim, Sang-Duck;Lee, Hoo-Sung;Park, Seong-Su
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.945-948
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    • 2005
  • In wireless and handheld platforms area, performance, power and cost are key metrics for product success. This is driving increasing levels of on-chip integration in state-of-the-art application processors. The purpose of this project is to optimize and design the energy-efficient embedded system that properly displays video and audio in real time. The requirements are for the media player to be capable of decoding real-time streaming video and audio with the least possible energy consumption for a variety of different clips at different resolutions. We implemented this Linux based multimedia player on Intel's PXA27x platform.

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Optimum Strategies in Red & Black

  • Ahn, Chul-Hwan
    • Communications for Statistical Applications and Methods
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    • v.7 no.2
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    • pp.475-480
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    • 2000
  • In a game called red and black, you can stake any amount is in your possession. Suppose your goal is 1 and your current fortune is $f$, with 0$p$ and lose your stake with probability, $q$=1-$p$. In this paper, we consider optimum strategies for this game with the value of $p$ less than $^1/_2$ where the house has the advantage over the player, and with the value of $p$ greater than $^1/_2$ where the player has the advantage over the house. The optimum strategy at any $f$ when $p$<$^1/_2$ is to play boldly, which is to bet as much as you can. The optimum strategy when $p$>$^1/_2$ is to bet $f\cdot\alpha$with $\alpha$, a sufficiently small number between 0 and 1.

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Design and Implementation of Multimedia Teaching Aids for the Effective English Learning (효과적인 영어학습을 위한 멀티미디어 학습 도구의 설계 및 구현)

  • Kim, Jee-Won;Lee, Jung-Sun;Ahn, Sung-Eun;Choi, Hwang-Kyu
    • Journal of Industrial Technology
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    • v.21 no.A
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    • pp.135-139
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    • 2001
  • There has been a study about the effective multimedia education using a computer following the appearance of a virtual space. Also, there has been an effort to connect the information & communication technology with education. The popular on-line lecture systems are mostly on English lecture sites. However, they just offer the VOD(Video On Demand) services ignoring students' convenience. To improve these week points, we design and implement the multimedia leaching system focusing on an efficient repeat-effect in order that students can control the Media Player by clicking a sentence on a web page. This paper presents the Editor and Player considering students' interest and the effective learning fruits. So users can easily make multimedia materials and use them to improve their English listening skill.

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